using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace _2DGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class TwoDGame : Microsoft.Xna.Framework.Game
    {
        Resources myResources;
        World myWorld;

        public TwoDGame()
        {
            myResources = new Resources(this);

            Resources.Graphics = new GraphicsDeviceManager(this);
            Resources.Content = Content;
            Content.RootDirectory = "Content";

            myWorld = new World(this);
            Components.Add(myWorld);

            Resources.World = myWorld;

            Resources.TextureBank = new Dictionary<String, Texture2D>();

            Resources.Rand = new Random();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            Resources.Device = GraphicsDevice;
            Resources.SpriteBatch = new SpriteBatch(GraphicsDevice);
            Resources.Font = Resources.Content.Load<SpriteFont>("debugFont");

            myWorld.LoadContent();

            Resources.MainViewport = GraphicsDevice.Viewport;

//            Components.Add(new Player(this, PlayerIndex.One, Resources.MainViewport));

            Viewport leftViewport = GraphicsDevice.Viewport;
            Viewport rightViewport = GraphicsDevice.Viewport;
            leftViewport.Width = leftViewport.Width / 2;
            rightViewport.Width = rightViewport.Width / 2;
            rightViewport.X = leftViewport.Width + 1;

            Components.Add(new Player(this, PlayerIndex.One, leftViewport));
            Components.Add(new Player(this, PlayerIndex.Two, rightViewport));


/*            Viewport topLeftViewport = GraphicsDevice.Viewport;

            topLeftViewport.Width = topLeftViewport.Width / 2;
            topLeftViewport.Height = topLeftViewport.Height / 2;

            Viewport topRightViewport = topLeftViewport;
            Viewport bottomLeftViewport = topLeftViewport;
            Viewport bottomRightViewport = topLeftViewport;

            topRightViewport.X = topRightViewport.Width + 1;
            bottomLeftViewport.Y = bottomLeftViewport.Height + 1;
            bottomRightViewport.X = bottomRightViewport.Width + 1;
            bottomRightViewport.Y = bottomRightViewport.Height + 1;

            Components.Add(new Player(this, PlayerIndex.One, topLeftViewport));
            Components.Add(new Player(this, PlayerIndex.Two, topRightViewport));
            Components.Add(new Player(this, PlayerIndex.Three, bottomLeftViewport));
            Components.Add(new Player(this, PlayerIndex.Four, bottomRightViewport));
*/
            GraphicsDevice.Clear(Color.Black);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
